You see, it's always good to have a plan, and it's better to stick with that plan as long as things are working relatively well. Obviously no plan survives contact with the enemy.
Well, I didn't really do that in this most recent e-mail game which wrapped up about a week ago. I lost as the Germans but keep in mind that the balance looks pretty bad on this one. However, after playing it I think it is balanced, but the Germans have to play well and aggressively. And I'm not very good at these "take out the guns" type scenarios--I've come to realise they are not my favourite type as attacker or defender. Anyway.
In this scenario, the Germans arrive by Glider and their mission is to take out three Bofors AA guns: rate 3 weapons with 8 IFE. The main thing the Germans have going for them is Moderate and Light Dust in the early turns of the game, which help mask their approach. This was something I didn't really take advantage of! When I saw Joseph's setup, I formulated a plan:
|British setup. Board detail.|
Now, my General plan was to hit that foxhole on the hill hard and use it to set up a firebase, and also hit the stone building on the right side, capturing it for the protective TEM to fire on the right and bottom Guns. And I would take them out in clockwise order. The British position is fairly static, so even though the Germans and Brits have rough parity of forces, I should have been able to overwhelm each position in turn.
But did that happen? No. And it didn't because that's not what I did. First off, I was way too cautious in the early turns. The Dust is the German's friend in this scenario: instead of worrying about moving in the open, I think the Germans need to go ahead and go for it and move on up. It took me way too long to get into that Stone building!
I also changed course in the middle of the scenario, mostly because I was worried about moving in the open. I sent about half my force around, behind the woods, to hit the leftmost Gun. All this did was weaken all my attacks!
So I ultimately think I lost this one because I didn't stick with my plan, and I wasn't aggressive enough in the very early turns.
The Updated version of this scenario in For King and Country gives the Germans an extra squad, but I don't know if that helps or not. I would have to play this one again before I pronounced it unbalanced, now that I've thought about it. Dust should help mitigate the risk of moving aggressively early on--but on the other hand, Dust is a dicey mechanic which doesn't always guarantee a good measure of protection.